Sunteți pe pagina 1din 59

Human

ƒ Human Models, Senses and Memory


ƒ Conceptual Model and Mental Model

H. C. So Page 1 Semester A, 2008


Why Study Human?
We are the users

When we try to understand something, particularly new,


we use a combination of
ƒ What our senses (sight, hearing, touch, smell, taste)
are telling
ƒ Past experience
ƒ Our expectations
e.g., When we browse a new Web, our past experience
tells us that underlined blue text is supposed to be a link
e.g., When we are given a new product with buttons, we
expect that it is operated by pressing the buttons
H. C. So Page 2 Semester A, 2008
Human Model
Modelled as information processing system

ƒ Stage 1: encode information (sight, hearing, touch,


smell, taste) from environment into internal
representation
ƒ Stage 2: internal representation of the stimuli is
compared with the memorized representations in brain
ƒ Stage 3 is concerned with deciding on a response to
encoded stimulus
ƒ Stage 4 deals with organization of response &
necessary action
H. C. So Page 3 Semester A, 2008
Human Model
Card, Moran & Newell's Model:
ƒ Comprise 3 interacting
systems:
ƒ Perceptual system consists of
sensors & associated buffer
memories:
ƒ Visual image store
ƒ Auditory image store
ƒ Cognitive system consists of
short-term & long-term
memories
ƒ Motor system carries out response formulated by
cognitive system

H. C. So Page 4 Semester A, 2008


Human Senses
The five senses are:
ƒ Sight
ƒ Hearing
ƒ Touch
ƒ Smell
ƒ Taste
They can interact with computing systems:
Input to Human Output from Human
Vision Speech
Audition Motor Control
Balance Biometrics, e.g., fingerprint
Olfaction
Touch
H. C. So Page 5 Semester A, 2008
Vision
ƒ Eye
ƒ Mechanism for
receiving light &
transforming it
into electrical
energy
ƒ Light reflects from
objects; their
images are
focused upside
down on retina
ƒ Retina contains
ƒ Fovea: colour vision, pattern detection
ƒ Outer part: sensitive to light, movement detection
H. C. So Page 6 Semester A, 2008
Vision
Design implication:
ƒ A user concentrating on the middle of the screen cannot
be expected to read text on the bottom line because
outer part is not good for pattern detection

⇒ If we want a user to see an error message at the


bottom of the screen, since the outer part is capable for
change detection, the message should be flashing
H. C. So Page 7 Semester A, 2008
Constructivism
A theory about vision is constructivism:
ƒ Our brains do not create pixel-by-pixel images
ƒ Our minds create, or construct, models that summarize
what comes from our senses
ƒ These models are what we perceive
ƒ When we see something, we do not remember all the
details, only those that have meaning for us
Design implication:
ƒ Do not expect people “see” all the details of an interface
because people filter out irrelevant information and
save only the important ones
How many links are there on left hand side of
http://www.cityu.edu.hk ?
H. C. So Page 8 Semester A, 2008
Constructivism
Constructivist theory states that context plays a major
role in what we see in an image
What do you see?

H. C. So Page 9 Semester A, 2008


Constructivism
Why we cannot see it at first?
ƒ The image is too blurry
ƒ We had no idea what to expect because there was no
context
Now we have context, we can recognize easily next time
Are these letters the same?

H. C. So Page 10 Semester A, 2008


Constructivism
With context, the answer will be different:

Design implication:
ƒ Context can help in resolving ambiguity

H. C. So Page 11 Semester A, 2008


Constructivism
HEAD or HERO?

H. C. So Page 12 Semester A, 2008


Constructivism
Another concept from constructivism: images are
partitioned into
ƒ Figure (i.e., foreground)
ƒ Ground (i.e., background)
Sometimes figure and ground are ambiguous
Example:
A person who sells flowerpots
may see a vase while
a person who likes observing
people’s faces may see two faces

H. C. So Page 13 Semester A, 2008


Gestalt Psychology
ƒ Main idea: We do not see things in isolation, but as
parts of a whole
ƒ We organize things into meaningful units using
ƒ Proximity: we group by distance or location
ƒ Similarity: we group by type
ƒ Symmetry: we group by meaning
ƒ Continuity: we group by flow of lines (alignment)
ƒ Closure: we perceive shapes that are not (completely)
there

H. C. So Page 14 Semester A, 2008


Gestalt Psychology
Principle of proximity
Example:

We tend to perceive any closely clustered objects as a


group

H. C. So Page 15 Semester A, 2008


Gestalt Psychology

Horizontal proximity Vertical proximity

H. C. So Page 16 Semester A, 2008


Gestalt Psychology
Design implication:
ƒ Use proximity to group related things

H. C. So Page 17 Semester A, 2008


Gestalt Psychology
Improved version:

H. C. So Page 18 Semester A, 2008


Gestalt Psychology
Principle of similarity: Objects that have similar visual
characteristics, such as size, shape or colour will be seen
as a group

Rows of similar Columns of similar Grouped


objects objects columns

H. C. So Page 19 Semester A, 2008


Gestalt Psychology
ƒ Design implication:
Use similarity to make menu options the same size:

H. C. So Page 20 Semester A, 2008


Gestalt Psychology
Improved version:

Apart from size, other similarity hints include shape,


texture, boldness, etc.,
H. C. So Page 21 Semester A, 2008
Gestalt Psychology
Principle of symmetry: we use our experience and
expectations to make groups of things

We see two triangles We see three groups of paired


square brackets

H. C. So Page 22 Semester A, 2008


Gestalt Psychology
Principle of continuity: we group by flow of lines, that is,
we tend to see things as smooth, continuous
representations rather than abrupt changes

We see curves AB and CD, We see two rows of circles,


not AC and DB, and not AD and BC not two L-shaped groups

H. C. So Page 23 Semester A, 2008


Gestalt Psychology
Which is better? (a) or (b)?

(a) (b)

H. C. So Page 24 Semester A, 2008


Gestalt Psychology
Design implication:
ƒ Use alignment to improve layout

H. C. So Page 25 Semester A, 2008


Gestalt Psychology
An improved version:

H. C. So Page 26 Semester A, 2008


Gestalt Psychology
Can be further improved:

H. C. So Page 27 Semester A, 2008


Gestalt Psychology
Principle of closure: we mentally “fill in the blanks”

Examples:

All are seen as circles although they are not exactly


H. C. So Page 28 Semester A, 2008
Gestalt Psychology

Any Gestalt’s principles have been applied in the


above two figures?
H. C. So Page 29 Semester A, 2008
Gestalt Psychology

Any Gestalt’s principles have been applied?


H. C. So Page 30 Semester A, 2008
Reading Speed/Accuracy
Speed of reading:
ƒ Word shape is important to recognition
Which one is more easier to recognize?
INTRODUCTION Introduction
Counter example: it is
difficult for us to
detect errors, if any
(Ming Pao, 2001,
appeared several
times with no error
correction)

H. C. So Page 31 Semester A, 2008


Reading Speed/Accuracy
ƒ For font size, 9 to 12 points are good and similar
ƒ For text width, 2.3 and 5.2 inches are good and similar

H. C. So Page 32 Semester A, 2008


Hearing
ƒ Human can hear frequencies from 20Hz to 15kHz
ƒ Less accurate in distinguishing high frequencies than
low frequencies
ƒ Auditory system filters sounds - can attend to sounds
over background noise/interference. For example, we
can talk with our friend in a very noisy Chinese
restaurant (Cocktail party phenomenon)
ƒ Apart from hearing sound, our ears are capable to get
the distances and directions of the sound sources

H. C. So Page 33 Semester A, 2008


Touch
ƒ Key sense for visually impaired persons
ƒ Aspects include

H. C. So Page 34 Semester A, 2008


Touch
ƒ Productivity can be affected by our position as well as
our feeling of the contacting equipment, e.g., a chair
ƒ From http://www.lamex.com.hk :

“A healthy office chair, one


that is ergonomically
designed can do so much
for the user as well as for
the company. An employee
who is healthy takes less
time off work and while at
work is more productive…”

H. C. So Page 35 Semester A, 2008


Movement
ƒ Time taken to respond to stimulus: reaction time +
movement time

ƒ Reaction time - depend on stimulus type


ƒ Visual - 200ms
ƒ Auditory - 150ms
ƒ Pain - 700ms
ƒ Combined signal will result in faster response

ƒ Movement time - dependent on age, fitness, etc.

ƒ ↓ reaction time ↓ accuracy in unskilled operator but not


in skilled operator
H. C. So Page 36 Semester A, 2008
Movement

Fitts' law describes the average time taken to hit a


screen target:
TM = a + b log2(D/S + 1)
where
ƒ a & b are constants determined experimentally
ƒ TM is movement time (in ms)
ƒ D is Distance
ƒ S is Size
⇒ Targets in general should be large as possible &
the distances as small as possible
H. C. So Page 37 Semester A, 2008
Movement
Example:
ƒ Suppose for a 15-inch flat panel display, the average
distance the cursor between the menu bars is 80 mm
ƒ Size of menu bar - Macintosh: 50 mm & Windows:
5mm
ƒ a=50, b=150
Calculated time to move the cursor to a menu item on
Macintosh
TM = 50 + 150 log2(80/50 + 1) = 256 ms

For Windows,
TM = 50 + 150 log2(80/5 + 1) = 663 ms

H. C. So Page 38 Semester A, 2008


Movement
When there are multiplicity of choices, we need to
choose the appropriate target prior to moving the cursor:

Required time to choose can be described by Hick’s law:


TC = a + b log2(N+1)
where N is number of options and the probabilities of
taking each alternative are equal
H. C. So Page 39 Semester A, 2008
Memory
3 types of memory model
ƒ Sensory memory (vs I/O buffer)
ƒ Hold data received from external world
ƒ Short-term or working memory (vs RAM)
ƒ Where information is processed
ƒ Long-term memory (vs hard disk)
ƒ Hold information for long time, although not all
information can be retrieved evenly

H. C. So Page 40 Semester A, 2008


Memory
ƒ Sensory memory acts as buffers for stimuli received via
senses
ƒ Constantly overwritten
ƒ Information passes from sensory to short-term memory
by attention (e.g., you are constantly seeing but you
will not pay attention to all things you see)
ƒ Attention or selection of stimuli is governed by level of
interest or need
e.g., cocktail party phenomenon: we can attend to one
conversation over background noise but we may choose
to switch our attention to another conversation if we
hear our name mentioned
H. C. So Page 41 Semester A, 2008
Memory
ƒ Short-term memory (STM) is used for temporary recall
of information
ƒ Rapid access - 70ms
ƒ Rapid decay - 200ms
ƒ Limited capacity - 7 +/- 2 digits or chunks

ƒ Long-term memory (LTM) is the main resource for all


our knowledge
ƒ Slow access - 100 ms
ƒ Slow decay, if any
ƒ Huge or unlimited capacity

H. C. So Page 42 Semester A, 2008


Memory
Memory capacity can be improved via:
ƒ Chunking
ƒ Let people recognize information rather than recall it
How many chunks in the following?
85227887780
The chunks can be 852, 2, 7, 8, 8, 7, 7, 8, 0 ⇒ 9 chunks
How about this?
852 2788 7780
There are now 3 chunks: 852, 2788, 7780
However, sometimes we cannot do chunking, e.g., can
you remember:
vsdfnjejn7dknsdnd33s
H. C. So Page 43 Semester A, 2008
Memory
Design implication:
ƒ Facilitate users to do chunking, e.g., make your URL
easy for chunking:
www.bestbookbuys.com
The chunks are:
www.
best
book
buys
.com
Another application is to use chunking in memorizing
phone number, 2788, 7780 (although 27, 887, 780 is
possible)
H. C. So Page 44 Semester A, 2008
Memory
Recognition versus Recall:
Is my telephone number 2788 7780?
What is my telephone number?
Which one does not belong to Norman’s usability
principles?
A. Affordance
B. Constraints
C. Flexibility
D. Feedback
E. None of the above
State Norman’s usability principles.
ƒ Multiple choice: you can recognize the answer
ƒ Essay: you must recall the answer
H. C. So Page 45 Semester A, 2008
Memory
Design implication:
ƒ Design systems that rely on people’s ability to recognize
information rather than forcing them to recall it, in
order to reducing user’s memory burden

e.g., a computer with a GUI allows us to recognize


commands on a menu, instead of remembering them as
in DOS and UNIX

H. C. So Page 46 Semester A, 2008


Reasoning
ƒ Three forms of reasoning:
1. Deductive reasoning
ƒ Derive logically necessary conclusion from given
premises
e.g., If it is Friday then she will go to work
⇒ It is Friday. Therefore she will go to work
ƒ Logical conclusion not necessarily true:
e.g., If it is raining then the ground is dry
⇒ It is raining. Therefore the ground is dry
⇒ It is valid deduction but not true
ƒ Human deduction poor when truth & validity clash

H. C. So Page 47 Semester A, 2008


Reasoning
2. Inductive reasoning
ƒ Generalise from cases seen to cases unseen
e.g., All elephants we have seen have trunks
therefore all elephants have trunks.
ƒ Unreliable: can only prove false not true.
ƒ However, humans are not good at using negative
evidence e.g., Wason's cards

H. C. So Page 48 Semester A, 2008


Reasoning
Wason’s cards: each card has a number on one side and
a letter on the other
Statement “if a card has a vowel on one side it has an
even number on the other side”

4 E 7 K
Which card(s) would you need to pick up to check
this statement?

H. C. So Page 49 Semester A, 2008


Reasoning
Most people: E & 4

In fact, we need to check E & 7 4 K


E 7
Q“If A, then B.”
⇔ “If NOT B then NOT A.”

(a) E (to check if A then B)


(b) 7 (to check if NOT B then NOT A)
(c) 4 (to check if B then what)
(d) K (to check if NOT A then what )

(c) & (d) are no use for checking the statement.

H. C. So Page 50 Semester A, 2008


Reasoning
How about if the condition “each card has a
number on one side and a letter on the other” is
not stated? Which card(s) would you need to pick
up to check the statement?
Design implication:
Avoid negative evidence, e.g., If not Exit, don’t press “X”

3. Abductive reasoning
ƒ Reasoning from event to cause
e.g., Sam drives fast when drunk
If see Sam driving fast, assume drunk
ƒ Unreliable: can lead to false explanations.
e.g., Sam may need to do an emergency matter
H. C. So Page 51 Semester A, 2008
Conceptual Model
ƒ It is a high-level description of how a system is
organized and operates
ƒ It outlines what people can do with a product and what
concepts are needed to understand how to interact
with it
ƒ If the conceptual model meets the user’s intention, this
implies that the user will use the system easily.
ƒ How to develop a conceptual model?
ƒ Identify user’s needs and system requirements
ƒ Identify a set of possible ways of interactions
ƒ Select suitable metaphors and analogies

H. C. So Page 52 Semester A, 2008


Conceptual Model
A classic example is the Star interface by Xerox

H. C. So Page 53 Semester A, 2008


Conceptual Model
ƒ Targeted for workers not interested in computing –
make the computer as “invisible” to the users as
possible and to design applications suitable to them
ƒ Based on an analogy to a physical office
ƒ Metaphors: paper, folders, filing cabinets and
mailboxes were represented as icons on the screen and
were designed to possess some of their properties of
their physical counterparts
ƒ Concepts: Dragging an electronic document onto an
electronic folder was seen as being analogous to
placing a physical document into a physical cabinet;
Placing an electronic file onto the printer icon would
print it out
H. C. So Page 54 Semester A, 2008
Conceptual Model
ƒ Consider a company that wants to develop a wireless
information system to help tourists with personal
digital assistants (PDAs) in Hong Kong.

How to develop a conceptual model for this


system?

What questions should we ask in developing the


conceptual model?

H. C. So Page 55 Semester A, 2008


Conceptual Model
Suggestions:
ƒ Who are they? Chinese or English speaking foreigners?
ƒ What do tourists want? Information.
ƒ How to get from airport to downtown?
ƒ Where is a good Chinese restaurant?
ƒ How to support the activity of requesting information
in the optimum way? A menu system or voice
command activated system? Provide a system that
structures information in the form of lists, maps,
recommendations, etc.?
ƒ Concepts??
H. C. So Page 56 Semester A, 2008
Mental Model
ƒ Don Norman’s definition: “the model people have of
themselves, others, the environment, & the things with
which they interact. People form mental models
through experience, training & instruction”
ƒ An internal representation of a user’s current
conceptualization and understanding of a system
ƒ Knowledge developed in learning & using a system –
How to use it? How it works?
e.g., Make a phone call:
Pick up the phone
Dial the number I want to call
Hear the phone on the other end ringing
The person at the other end answers
H. C. So Page 57 Semester A, 2008
Mental Model
ƒ Mental models are:
ƒ Unscientific—They are often based on guesswork and
approximations
ƒ Partial—They do not necessarily describe whole
systems, just the aspects that are relevant to the
persons who formulate them
ƒ Unstable—They are not concrete formulations, but
evolve and adapt to the context
ƒ Inconsistent—They do not necessarily form a cohesive
whole; some parts may be incompatible with other
parts of the same model
ƒ Personal—They are specific to each individual and are
not universal concepts that can be applied generally
H. C. So Page 58 Semester A, 2008
Mental Model
ƒ Help to predict the operation of an unknown/unfamilar
system
e.g., in an unfamiliar flat, we guess the light should be
turned on using the nearest switch
ƒ Users always have mental models & always develop &
modify them, regardless of the particular design of a
system
ƒ By studying how people create mental models of
interactive systems and by designing interactive
systems that help the user create a more accurate
mental model of the system, usability will improve.
ƒ Successful interface is built when
our conceptual model agrees with user’s mental model
H. C. So Page 59 Semester A, 2008

S-ar putea să vă placă și